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    Diamond GulchDiamond Gulch

    m a l a r a

    AM

    Requires the use of the Dungeons & Dragons Player's Handbook,Third Edition, published by Wizards of the Coast, Inc.

    by David Garrettby David Garrett

    A d20 adventure for 4-6 characters of 5th-6th level

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    Diamond GulchAn other where adventure

    by David Garrett

    Additional CreditsEditing: Matthew W. Somers

    Cover and Interior Art: Ed Alexander Special Thanks: Osvaldo Oyola Ortega, Kevin Kulp

    Diamond Gulch is ©2006 Amalara. All rights reserved. Reference to other copyrighted materialin no way constitutes a challenge to the respective copyright holders of that material.

    Diamond Gulch , Otherwhere, Amalara, and their associated logos are trademarks of Amalara.

    Amalara4903 Yorkshire Rd. Parma, OH 44134

    Email: [email protected]: http://www.amalara.com

    Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. inthe United States and other countries and is used with permission.

    "d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and areused according to the terms of the d20 System License version 6.0. A copy of this License can be

    found at www.wizards.com/d20.

    http://www.amalara.com/http://www.amalara.com/

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    Diamond Gulch

    2

    Introduction 3Background 3Adventure Synopsis 3Adventure Hooks 4Major NPCs 4Environs 6Diamond Gulch 6Silver City 10Rail 11Gettin' Around 11

    Events 11Grumbeard Frames Virgil 11Throwing 'Em off the Scent 12We're Gettin' Mighty Hungry Here… 12More Rustlin... 12Pay Dirt! 13Hang 'im! 13Stop That Train! 13Encounters 15Wrangling Dinosaurs 15

    Herd 1 (EL 5) 15Herd 2 (EL 5) 15Herd 3 (EL 6) 17

    Moving the Triceratops 17Raptors I 17

    1. Outside (EL 5) 182. Inside (EL 5) 18

    Raptors II (EL 6) 19Scarlet Garter 19

    1. Ginny's Gambit 192. Hokum's Holdout 21

    Greedy Little Gnome (EL 5) 21Dino Rustlers 22

    1. Snakebite Canyon (EL 2) 222. False Trail 223. Crumbling Cliffs (EL 5) 224. Landslide! (EL 6) 245. Quicksand! (EL 4) 246. Stinky Cave (EL 5) 257. The Hideout (EL 8) 25

    X Marks the Spot (EL 8) 27

    Resolution 27Primary Goals 27

    Rustlers 27Wandering Dinos 28Cursed Tattoos (CR 8) 28Clearing Virgil (CR 8) 28

    Secondary Goals 28Ain't Love Grand (CR 5) 28Repairing the Fence (CR 3) 28Reforming Hokum (CR 4) 28

    Extending the Adventure 28Mines 28Power Vacuum 28

    Gold Rush! 29Appendix 1: Full NPC Stats 30Diamond Gulch 32Silver City 33Appendix 2: Cursed Tattoo of Darkvision 36Appendix 3: New Mundane Items 37

    Players’ Handouts 38Players’ Handout One:

    Reward Poster 38Players’ Handout Two:

    Ike’s Letter 39Players’ Handout Three:

    Masterson’s Map 40Players’ Handout Four:

    Knickerbockers’ Map 41Open Game License 42

    Contents

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    An Otherwhere Adventure

    3

    IntroductionThis adventure is appropriate for a campaign inwhich steamtech has been recently introduced,or in which steamtech is prevalent, but has yet

    to spread to outlying areas.A character with the tracking ability will makethe adventure ow more smoothly. Becauseone of the main tasks in the adventure is toround up frightened animals, a ranger ordruid is advisable. Additionally, both combatexpertise and social interaction skills arenecessary to overcome all of the obstacles inthe adventure.

    Because such a wide range of skills arenecessary, a number of NPCs are availablethroughout the adventure to ll in areas inwhich the PCs may be lacking.

    BackgroundFive years ago, Diamond Gulch was a

    prosperous boom town. Prospectors of everystripe, from miners to mages, slowly pickedthe diamonds clean from the mines beneath the

    town. Professional gamblers lled the casinosand professional drunks lled the saloons. Fiveyears ago, everyone was making money.

    A lot can happen in ve years, though. Whenthe diamonds dried up and magic revealed littleelse of easily accessible value, the dwarven

    prospectors left, the mages packed up theirwands, and the gamblers and drunks hoppedthe train to the next boom town. In the space ofa year, Diamond Gulch went from bustling to

    near-abandoned.

    Now the town is simply a waypoint on the line between Wyvern Canyon and Silver City, andwould be all but forgotten if it weren't for onevery peculiar feature.

    Before steamtech reached these parts,

    Diamond Gulch was famous for its trains.Teams of burly triceratops pulled the train carsacross the barren plains, carrying both thosehoping to strike it rich, and those who alreadyhad.

    As steamtech became more prevalent, though,the number of dino-powered trains diminished.Since railway companies and passengers

    preferred the speed of steam locomotives, by the time Diamond Gulch went bust, theonly dino-powered train left running was theone carrying coal (previously regarded aslittle more than waste, when compared to thediamonds) to and from Silver City, sold forcoppers a pound to the railroad companies.

    Unfortunately, that single, solitary, super-slow dino-train gets in the way of theSilver Railroad Company's steam-poweredlocomotives, and Grumbeard Silvertongue, theCompany's owner, is none too happy about it.Since his suppliers of coal are plentiful, he'ssent groups of his railway security men torustle Diamond Gulch's dinos, in an attempt toshut the train down.

    Adventure SynopsisOnce the PCs are drawn into the plight ofDiamond Gulch, there are several majorobstacles that need to be overcome. They will

    be working against the forces of a power-madrail baron, braving the rocky desert to round upmissing dinosaurs, and searching for the curefor a powerful curse.

    During the course of the adventure, they'll be

    traveling between Diamond Gulch and SilverCity, negotiating with powerful PCs, workingwith and against agents of the law, and ghtingoff hungry dinosaurs.

    The adventure ends after each of the majorobstacles has been resolved: the missingdinosaurs have been recovered, the curse has

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    Diamond Gulch

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    been removed, and the power-mad rail baronhas been defeated. Success means insuring thecontinued existence of the town of DiamondGulch.

    Adventure HooksThe PCs can become involved in a number ofways:

    Reward!Even though the number of triceratops beingraised in this area has diminished signi cantlyin recent times, dino-rustling is still a hangin'crime. Virgil Clanton, the town's mayor, has

    posted a reward for any group willing to stopthe rustlers (see Players' Handout One:Reward Poster ). The reward isn't big, sincethe town is nearly broke, so, to sweeten thedeal, Virgil has seen t to offer partial mineralrites to the deep roots of the mines, which areset to be breached within a few weeks. To ndout about the reward, the PCs will have to bewithin any of the towns a few days train ridefrom Diamond Gulch.

    The PCs may be in transit on one of the Silversteam trains, heading toward Silver City.Shortly after passing Diamond Gulch, they'llencounter the Gulch Dino-Express stoppedon the tracks. Curious PCs may decide toinvestigate, and, upon doing so, will nd thatone of the triceratops has suffered a foot injury.Bill Bluehat, the train's engineer, is trying tocalm the injured beast, but has no way to getthe train moving again in the near future. If thePCs offer to help (via healing magic or other

    means), he will inform them of the missingdinos, and ask for their assistance. He'sdesperate to recover them and will ll the PCsin on the reward offered for the capture of therustlers.

    Help!Shortly before the diamonds dried up, in

    an attempt to compete with the dwarven prospectors, one enterprising group of humanminers bought magical tattoos from a travelingmage that were supposed to "attune" them tothe dark. Unfortunately, the mage sold them a

    batch of cursed tattoos, and ed the town withtheir money. While they could now see in thedark, sunlight began to cause them damage(1d6/round when exposed to direct sunlight).They are trapped in the mines, and the negativeenergy that powers their tattoos is slowlyturning them into creatures of the night.

    Over the past year, they have lost the needto eat or sleep, and they work tirelessly, dayand night. At rst, the miners were thankful,

    since they could produce a lot of coal, andtherefore make a lot of money, but lately, theyhave started suffering from the strange cravingfor human esh. Ike, the leader of the miners,has sent a letter to his sister Ida (see Players'Handout Two: Ike's Letter ), asking her tohelp.

    Ida may know of the PCs, or she may simply be riding on the same train as they. If so,she may ll them in on the background andimplore them to help. If the PCs have a priestor necromancer among them, they may beanswering the miners' call.

    Major NPCsGrumbeard Silvertongue (LE male dwarfexpert 8) is the founder of Silver City and theSilver Railway Company. He is an ambitiousand greedy man, who will stop at nothing tocomplete his domination of the railways. He'sused forced labor, extortion, blackmail, andeven murder to expand his rail empire, and he'snot about to let a dinosaur-powered train get inhis way.

    Grumbeard is thin for a dwarf, bald, andnormally wears a three piece suit. He's gruff,rude, and abrupt – always attempting to impose

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    Virgil Clanton

    An Otherwhere Adventure

    5

    his views on others. He insists on controllingconversations and being the center of attention.Because he often resorts to using force whenwords fail, he's always accompanied by hishalf-orc enforcer, Tiny.

    Virgil Clanton (LN male human rogue 6) isthe mayor and sheriff of Diamond Gulch. He'sa former thief who made a very good living inSilver City, and then retired to Diamond Gulchshortly before the prospectors left. When themines went bust, and the mayor skipped town,he was the only one left who wasn't stuck inthe mines or drunk, so he was elected bothsheriff and mayor.

    While he comes across as trustworthy, dueto his high Bluff and Diplomacy skills,he remains evasive about his past, and isunwilling to reveal much, lest he implicate anyof his past partners in his crimes. He wearsa Ring of Mind Shielding to prevent anyonefrom digging too far into his mind, and isunwilling to remove it, even for the PCs.

    Marshal Xander McCoy (LN male humanrogue 6) is another former rogue. Now a

    man of the law, he's made himself famous bysolving cold cases. He has been turned onto thetrail of Virgil by Grumbeard.

    McCoy takes his job seriously, and pursueshis targets relentlessly. He's used to workingwith little evidence and trusting his intuition.As long as he's got information that points himtoward Virgil, he won't ease up. If he ndsout he's been duped, though, he'll use everyresource available to him to take down thoseinvolved.

    The Marshal is tall, thin, and wears a black hat.He's serious when talking about his work, butis otherwise fairly affable. Because of the caseshe pursues, he usually works alone, but whentaking in a suspect, he makes sure to bring

    backup.

    Bill Bluehat (CG male human expert 3) isthe sole engineer of the Gulch Dino-Express.He feeds and cares for the current herd oftriceratops, and is mad as hell that someof them have been lost. He suspects thatthe Silver Railroad Company is behind thedisappearances, but has no proof.

    Ike (NG male human expert 4) is the leader of

    the 40 cursed miners. As the only miners leftin town, Ike's crew is making a decent wage,

    but he's afraid whatever strange magic attunedthem to the dark is turning them into undead.

    He's a man of limited education and smallvocabulary, but he's got the drive anddetermination to make a name for himself. Itwas he that convinced the other miners to buythe tattoos, and he feels a responsibility to nda way to get rid of them.

    Ida (LG female human commoner 2) is Ike'ssister. She received a letter from Ike askingfor her assistance in tracking down the manwho sold them the cursed tattoos. She's willingto do anything to help her brother, and willcontinue to hound the PCs until they agree tohelp.

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    Diamond Gulch

    6

    Wyatt Ford (CN male gnome rogue 5) is anactive rogue, and a former partner in crimewith Virgil. He's easily intimidated, and evenmore easily bribed, and has no compunctionabout selling out former associates. Therefore,

    he has a number of enemies in Silver City, andis constantly watching his back.

    Jeremiah Hokum (NE male human wizard5) is the man who sold the miners the cursedtattoos. He's young, handsome, and has a loveof money and women like few others. He'svery good at being a con man, and has soldcursed and fraudulent items far and wide,which has made him more than a few enemies.

    Hokum is, by nature, a coward, so whenconfronted with trouble, his rst instinct is torun. He's especially fearful of the law, fearingfor both his neck and his hide.

    Ned Knickerbockers (CN male human expert4) is the proprietor of the Lonely ScorpionSaloon. He's seen his business nearly dry upsince the boom ended, and he's mighty eager tomove to better parts. He's been offered a new

    place of his own in Silver City if he assists the

    rustlers and keeps the PCs off their trail.

    Ned is cunning and self-centered. He cares farmore for his own welfare, than for that of thosearound him, so he's eager to do anything he canto distract the PCs. As long as he gets a newsaloon out of the deal, he'll go to any means tohelp the rustlers.

    Ellie Redfern (CG female elf expert 3) runsthe Red Hills Livery in Diamond Gulch. She's

    a beautiful, vivacious, and charming middle-aged woman, and she's been sweet on Virgilfor ages. In fact, her love for the town's mayoris the only thing that's been keeping her inDiamond Gulch. She's received marriage

    proposals from scores of eligible bachelors, butshe's rejected every one. Ellie would do nearlyanything for Virgil, including accompanying

    the PCs as they track down the rustleddinosaurs.

    Virgil, for his part, likes Ellie well enough,and he'd give in to her continual advancesif it weren't for one thing: her addiction tolaudanum. Ellie spends much of her sparetime doped up on the opiate, and if she doesn'tget at least one dose per day, she goes intowithdrawal.

    Charles Goodnight (NG male human cleric6) is Diamond Gulch's town preacher. He's a

    powerfully charismatic middle-aged man, whohas converted many to the worship of Delver,the god of mining. He's not especially bright,

    however, and he's been extremely frustratedthat he can't gure out how to remove thecursed tattoos from the miners.

    If the PCs agree to help the miners, he'llaid them in any way possible, includingaccompanying them on their adventures, ifthe party doesn't have a cleric of its own. He'sextremely good at providing healing magic,and he can also cast remove curse three times

    per day, if the PCs gure out the process for

    removing tattoos.

    EnvironsDiamond Gulch is located 20 miles east ofSilver City, and 30 miles west of WyvernCanyon. The land between each community ismostly dry prairie and desert, covered in cacti,sagebrush, and rocks. Dinosaurs wander thedesert, eating lizards, coyotes, and other smallcreatures.

    Diamond GulchDiamond Gulch (Hamlet): Conventional; ALCG; 100 gp limit; Assets 415 gp; Population83; Mixed (79% human, 9% hal ing, 5%gnome, 3% dwarf, 2% elf, 1% half-elf, 1%half-orc)

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    An Otherwhere Adventure

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    Authority Figures: Virgil Clanton (LN malehuman rogue 6), mayor and sheriff; CharlesGoonight (NG male human cleric 6), town

    preacher

    Important Characters: Ned Knickerbockers(CN male human expert 4), owner of theLonely Scorpion; Bill Bluehat (CG malehuman expert 3), engineer of the Dino-Express; Ellie Redfern (CG female elf expert3), owner of the Red Hills Livery

    Others: Billy "Big Nose" Bison (NG malegnome expert 3), Annabelle Chisholm (Nfemale human expert 2), Pearl Gibbon (LNfemale human expert 4), Henry Masterson (LNmale human expert 5)

    Main Street in Diamond Gulch is about aquarter mile in length, and runs northwest fromthe Dino-Express station southeast to the RedHills Livery. Most of the buildings on MainStreet have been boarded up and stand empty,

    since the majority of the dance halls, saloons,gaming halls, and brothels went bust after thediamond mines dried up.

    A few shops and stores still remain, though – enough to support the remaining miners, theDiamond Gulch Dino-Express, and the fewtravelers who wander through while on theirway to more lively places.

    1. Dino-Express Station – north of thestation are 100 square miles of fenced-in land, where the triceratops roamand graze. Bill Bluehat has trainedthe dinos to return to the station everymorning, where he feeds them, tends tothem, and selects which ones will pullthe train for the day.

    Bill thinks that the Silver RailroadCompany is behind the rustlers, sinceGrumbeard Silvertongue has been anextremely vocal opponent of the Dino-

    Map 1: Diamond Gulch Scale 1 in. = 1/16 mi.

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    Express. He's attempted to catch therustlers, but the grazing area is too bigfor him to patrol by himself.

    2. Run by an enterprising gnome by thename of Billy "Big Nose" Bison, theDiamond General Store is stockedwith all manner of basic adventuringgear (costing up to 100 gp), plus theitems detailed in Appendix Three:New Mundane Items .

    If asked, Billy Bison will recall thatan unfamiliar dwarf purchased several

    jars of camphor around the same timethat the cattle rustlers began their work.

    While in the store, the dwarf keptlooking around nervously, which Billyconsiders very un-dwarf-like behavior.

    3. Water Tower – At 50 feet in height,the water tower is the tallest structurein Diamond Gulch. This vantage point

    provides a +10 spot circumstance bonus to Spot checks when attemptingto view activity beyond the perimeterof the town.

    4. During the diamond boom, theTumbleweed Inn was the low-classalternative to the high-class DiamondHotel. Now that only low-class folktend to stay the night in DiamondGulch, it's the only alternative. Run byAnnabelle Chisholm, the Tumbleweed

    provides a bed, a blanket, and awashtub for the princely sum of 4 sp

    per night.

    Annabelle willoffer any rough

    and tumble-

    looking PCs her own personal servicesfor the sum of 2 gp per hour.

    If asked about the rustlers, Annabellewill relate the tale of ve rough and

    tumble men (a dwarf and four humans)who stayed for one night a few weeks back. She had a busy evening, and inthe process heard things that made herthink they were up to no good. Theonly concrete fact she picked up on wasthe mention of a hideout somewherenear an old mine in the Red Hills.

    5. The PCs can nd Virgil Clanton, themayor, at the Town Hall . Here, Virgil

    attempts to keep his little town up andrunning, while tossing the occasionalrowdy patron of the Lonely Scorpion inthe attached jail for the night.

    Virgil hasn't seen the group of menthat others suspect might be related tothe rustlers. He's convinced, though,that Grumbeard Silvertongue is behindthem. He's had more than one run-inwith the dwarven rail baron, whokeeps threatening to shut him down"one way or another."

    6. Masterson Bank andTrust – the only bankerleft operating inDiamond Gulch isHenry Masterson.He handles the

    nances forall of the

    Diamond Gulch

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    Lonely Scorpion MenuItem CostGin 5 cpReal Good Gin 1 spWhiskey 5 cpReal Good Whisky 1 spAle 4 cpBreakfast 1 spDinner 3 spRoom 5 sp

    businesses in the town, as well askeeping track of who has rights to thevarious mines.

    If asked about suspicious activity,

    he'll relate the tale of a dwarf whocame in recently and inquired aboutthe rights for a mined-out section ofthe Red Hills. He can provide the PCswith a map to the area in question forthe standard fee of 1 cp (see Player'sHandout Three: Masterson's Map ).

    7. The Church of the Delver is run byCharles Goodnight, the town preacher.He'll assist the PCs with their tasks, as

    long as they agree to help the miners.

    If questioned, Charles knows nothingabout the dinosaur rustlers. He's spentmuch of his time unsuccessfullyresearching the tattoo problem, anddidn't notice when the rustlers camethrough town.

    8. Blacksmith - Pearl Gibbon is the onlyartisan left in town. She spends most ofher time maintaining and repairing theDino-Express cars, so she is very eagerto see the rustlers caught.

    If questioned, Pearl recalls that, shortlyafter the rustling started, a gruff dwarfcame through and asked to have his

    horse reshoed. Thehorse lost a shoe whennavigating some narrow

    cliffs up in the Red Hills.

    9. The LonelyScorpion

    is the

    only saloon still operating in DiamondGulch. Run by Ned Knickerbockers,the saloon provides the locals and

    passers-though with nightly gin andgambling. It's also the only place to get

    dinner.

    If Ned isapproached forinformation

    by the PCs,he'll attemptto throw themoff the scentof the rustlers.If he isn'tapproached,he'll attemptto approachthe PCs for the same reason. See theThrowing 'Em off the Scent event on

    page 12.

    10. Red Hills Livery is run by EllieRedfern. She will allow the PCs tostable and feed their mounts for free, aslong as they're working for Virgil.

    If questioned about the rustlers, Elliewill recall four humans led by a dwarfwho came through town at about thetime the rustling started. Theystabled their horses for anevening, and then skippedout on paying (at leastshe thinks they skippedout on paying – she might

    have misplaced itduringa

    An Otherwhere Adventure

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    Diamond Gulch

    10

    laudanum-induced blackout). She isn'tsure if they have anything to do withthe rustlers, but it seemed to her likerustler-like behavior.

    Silver CitySilver City (Small City): Conventional; ALCN; 15,000 gp limit; Assets 5,700,000 gp;Population 7,600; Integrated (37% human,20% dwarf, 18% gnome, 10% hal ing, 7% elf,5% half-elf, 3% half-orc)

    Authority Figures: Alice McGee (NGfemale human expert 5), mayor; MeriwetherMeadowlark (NG male hal ing rogue 6),

    sheriff; Rummer "Hang 'Em High" Tintooth(LN male dwarf expert 8), judge

    Important Characters: GrumbeardSilvertongue (LE male dwarf expert 8), ownerof the Silver Railroad Company; LelandStanford (LG male human expert 8), owner ofthe Mustang Express

    Others: Ginny Hokum (CN female humanexpert 8), proprietor of the Scarlet Garter

    brothel; Nelson Meek (NG male human expert3), owner of the Silver Horseshoe Inn

    Alice McGee , the mayor of Silver City, is nofriend of Grumbeard Silvertongue. He hasrun several unsuccessful political campaignsagainst her, and the wealthier he becomes,the smaller her margin of victory gets. She'dlove nothing more than a nice juicy scandal toshut the rail baron down, and keep him out of

    politics for good.

    Alice is aware of Grumbeard's disdain forthe Dino-Express, and she's heard him makeveiled threats regarding it on more than oneoccasion. If the PCs present evidence ofwrongdoing on Grumbeard's part, she'll beginwith an attitude of Friendly, and will givetremendous leeway in their investigation. If the

    PCs manage to sway her attitude to Helpful,she'll even volunteer some of the MeriwetherMeadowlark's deputies to aid them.

    Meriwether Meadowlark has been the SilverCity sheriff for twenty-seven years. He's seenthe city go from a lawless frontier town to acenter of industry and progress, thanks to theinnovation of the rail barons and the hard,honest work of his deputies.

    Despite his status as sheriff, though, he's lessinterested in the law than in making sure lifeis good for as many people as possible – a

    position that has brought him into con ict withRummer Tintooth on more than one occasion.

    He's aware of Grumbeard's animosity towardDiamond Gulch, and the Dino-Express in

    particular, so evidence of Grumbeard's handin the rustling will cause him to launch a fullinvestigation.

    Rummer "Hang 'Em High" Tintooth 'sgreatest concern is cleaning up disorder andchaos. Nothing would make him happier thana well-run, orderly, and lawful citizenry, and

    he's not afraid to knock a few hundred headstogether to make it happen. He cares little for"evidence" when confronted with a potentialwrongdoer, and has sent hundreds of men andwomen to the gallows for crimes that othersmight consider petty.

    He takes an especially dim view of crimescommitted by those who should know better,and will often try to make examples of them.If confronted with the case of Virgil Clanton, a

    mayor and a sheriff, he'll sentence him to hangon the imsiest of evidence.

    If a convincing case can be made that Virgilhimself was wronged, though, Tintooth willnot rest until he sees all involved parties hang.There's nothing more upsetting to him than tosee the legal system itself taken advantage of.

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    An Otherwhere Adventure

    11

    Leland Stanford , the owner of the MustangExpress Railroad Company, is Grumbeard's

    biggest business rival. While he's no fan ofthe Diamond Gulch Dino-Express, since itinterferes with his trains, too, he's a man of

    honor. Rustling the Diamond Gulch dinos isa notion that's personally abhorrent to him,and the plight of the miners tugs on his heartstrings, so he is willing to act as an advocateon the part of the PCs while they are in SilverCity.

    Ginny Hokum , the madam of the ScarletGarter brothel, is the aunt of Jeremiah Hokum,the wizard who sold the Diamond Gulchminers the cursed tattoos. She's currently

    hiding her nephew in a room on the top oor ofthe brothel, and is vigilantly watching out forany representatives of the law.

    Nelson Meek , the owner of the SilverHorseshoe ophouse, is a busybody. He takesgreat pleasure in poking his nose into the livesof his patrons, and isn't the least bit discreteabout repeating any of it.

    Several of Grumbeard's goons room at the

    Silver Horseshoe, and he has been wonderingwhat happened to them since they disappearedsuddenly several weeks ago. His curiosity has

    been heightened because Tiny, Grumbeard'shalf-orc enforcer, stops by at the beginning ofevery week to pay for the rooms.

    RailTwo sets of track run between Silver Cityand Wyvern Canyon. While the north track

    is typically westbound, and the south track istypically eastbound, a series of interchangesallows the trains to switch tracks. Theinterchanges are evenly spaced ve milesapart, which puts three interchanges betweenDiamond Gulch and Silver City, and ve

    between Diamond Gulch and Wyvern Canyon.

    Gettin' AroundIf the PCs have committed to nding the losttriceratops or to catching the cattle rustlers,Bill Bluehat will provide them with freetransportation on the Diamond Gulch Dino-Express. Additionally, steam trains, run byvarious companies, continuously run betweenSilver City and Wyvern Canyon. For the sumof 1 gp, a seat can be purchased on one ofthese trains, which pass through DiamondGulch at the rate of one per hour.

    EventsThe following happen at speci ed points attime, with or without the PCs intervention.

    Grumbeard Frames Virgil Arrival in Diamond Gulch + 1 day

    Once Grumbeard nds out that a group ofadventurers has actually gone to work forVirgil, he decides it's time to up the ante. Withhis knowledge of Virgil's past, he locates WyattFord, one of the retired thief's former partners,and convinces the man to rat to the authorities.

    Since Wyatt can't give the details of anyof Virgil's real crimes without implicatinghimself, the man frames Virgil for a murderthat was committed by another associate.Grumbeard is hoping to sow confusion amongthe PCs, especially if they know he is aformer thief. He gures that do-gooders will

    be unlikely to continue working for a mancharged with murder.

    Marshal Xander McCoy takes the case, and begins snooping around Silver City to gatherevidence. If the PCs are currently in SilverCity, a successful Gather Information check(DC 25) will reveal the activities of thelawman. If they remain in Diamond Gulch,the Marshal will arrive after one week ofinvestigation to question Virgil. In this case, itis likely that they will need to travel to Silver

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    Diamond Gulch

    12

    City to do investigation of their own.

    While Virgil will deny involvement in thecase at hand, he will not submit to magicalquestioning, from either the Marshal or thePCs. If the PCs believe his story, then they willneed to make his case for him, by travelingto Silver City. See the Greedy Little Gnome encounter on page 21. If the PCs don't manageto get information out of Wyatt Ford, MarshalMcCoy will take Virgil into custody after oneweek.

    Throwing 'Em off the Scent Arrival in Diamond Gulch + 2 days

    Ned, the owner of the Lonely Scorpion Saloon,is eager to get the Dino-Express shut down.The rustlers have approached him, and offeredto set him up with a new saloon in Silver Cityif he aids them in the throwing the PCs offtheir scent.

    Once Ned nds out that the PCs are snoopingaround, he'll approach them, claiming thathe has information regarding the rustlers.

    He claims that, in his saloon one evening, heoverheard a group of out-of-towners discussingtheir plans to run off the dinosaurs. Further,he overheard them discussing where to set uptheir hideout, and he's drawn up a map basedon the conversation (see Players' HandoutFour: Knickerbockers' Map ).

    Of course, the map leads nowhere near therustlers' camp, but to the lair of a T-Rex. Seethe X Marks the Spot encounter on page 27.

    If the PCs catch him in his lie, he'll attempt toee. If forced into combat, he'll make judicious

    use of his poisoned crossbow bolts. If hecan force the PCs into unconsciousness, andthere are no other witnesses at the time, he'llslit their throats and feed their bodies to theraptors.

    We're Gettin' Mighty HungryHere…

    Arrival in Diamond Gulch + 4 days

    The miners are slowly degenerating intoghoulism, and Ike makes it clear to the PCsthat they're beginning to look plenty tasty. Ifthe tattoos are not removed by the 7th day afterthe PCs' arrival, one of the men will turn fullyinto undead, and have to be put down by eitherthe PCs or his fellow miners. After that point,1d3 of the men will succumb each week untilall are fully turned.

    Identifying the method to remove the tattooscan be accomplished via a successful Spellcraftcheck (DC 24). A remove curse followed by anerase spell will permanently remove the tattoosfrom the miners. Failing that, the PCs may trytracking down the wizard that sold them in the

    rst place. See the Scarlet Garter encounter,on page 19

    More Rustlin... Arrival in Diamond Gulch + 6 days

    The rustlers will continue to run off triceratopsas until the dinosaurs are gone completely, orthey get captured. Every six or seven days,they'll make another pass through the grazinglands, nding a herd and running it through ahole they've created in the fence.

    Once all of the remaining 12 triceratops have been run off, the Dino-Express will ceaseoperations. Once the Express stops running,the miners stop mining, since they no longerhave the means to make any money. Once theminers leave town (if they've had their tattoosremoved) the remainder of the businesses willclose, and Diamond Gulch will become a ghosttown.

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    Grumbeard Silvertongue

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    Pay Dirt! Arrival in Diamond Gulch + 10 days

    With the tireless effort of Ike's mining crew,they've been moving a lot of coal—so muchin fact, that they've nally uncovered the deeproots of the coal veins. Much to their surprise,they've found diamonds again. If the PCsresponded to the dino-rustler reward, and have

    prevented the miners from fully turning intoundead, they will now be partial owners in thenewly opened diamond mines.

    Hang 'im! Arrival in Diamond Gulch + 1 month

    If the PCs haven't cleared Virgil of the chargeslevied against him by this point, the Silver Citycourt will convict him on the strength of WyattFord's testimony alone.

    Stop That Train! Arrival in Diamond Gulch + variable days

    If the PCs manage to defeat Grumbeard'srustlers and convince the Marshal to drop the

    case, Grumbeard will go over the edge. Withthe help of his half-orc enforcer, Tiny, he'lltake control of one of his steam locomotives(packed with passengers, no less) and racetoward Diamond Gulch, hoping to crash into

    the Dino-Express. If the PCs are riding withthe Express, a successful Spot check willreveal a steam locomotive heading towardthem at a high rate of speed with no sign ofslowing (DC 25 at 20 miles, DC 20 at 10miles, DC 15 at 5 miles, DC 10 at 2 miles).

    The Dino-Express is actually very easy to bring to a stop, since it doesn't travel at morethan 3 miles an hour. The steam locomotive,however, is moving straight toward them at

    20 miles per hour. Therefore, the time the PCshave to stop Grumbeard (or, alternately, movethe Dino-Express out of the way) dependswholly on when they rst spot him.

    Grumbeard Silvertongue CR 6hp 38 (8 HD)See Appendix One: NPCs

    Tiny CR 6Male half-orc ghter 6LE Medium humanoidInit +1Senses Spot +0, Listen +0; darkvision 60

    ft.Languages Common, Orcish

    AC 18, touch 11, at-footed 17hp 49 (6 HD)Fort +7, Ref +3, Will +2Spd 20 ft. (4 squares)Melee +1 greatsword +12/+7 (2d6+9/19-

    20)Base Atk +6/+1; Grp +10

    Atk Options Great Cleave, Power AttackSpecial Atk armor spikes +1d6 when

    grapplingCombat Gear potion of bull's strength (2),

    potion of cure light wounds (2), potionof cure moderate wounds (2)

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    Abil it ies Str 18, Dex 13, Con 14, Int 10,Wis 10, Cha 6

    SQ Half-orc traitsFeats Blind- ght, Cleave, Great Cleave,

    Mounted Combat, Power Attack,

    Weapon Focus (greatsword), WeaponSpecialization (greatsword)Skills Handle Animal +2, Intimidate +6,

    Ride +7Possessions combat gear plus +1

    greatsword , +1 banded mail

    There are several obvious ways that the PCscan stop or divert the steam locomotive.

    Assault the TrainThe most straightforward method of stoppingthe train is to damage it beyond its ability tomove. Different sections of the engine requiredifferent amounts of damage to destroy, andhave different effects once destroyed.

    1. Steam cylinders – on the outside ofthe engine car are the steam cylinders,where the steam generated by theengine moves the piston that moves

    the drive rod, and thus, the wheels.Damaging these will slow the enginedown, as the amount of power providedto the wheels diminishes. If thecylinders are completely destroyed, thetrain will stop under its own power infour miles.

    Each of the two cylinders has ahardness of 10 and 20 hit points.

    2. Wheels – destroying both wheels oneither side of the engine car will causeit to derail, taking the train with it.While effective in stopping the train,it's certain to lead to a loss of life.If the train derails, anyone on boardtakes 10d6 points of damage and isconsidered buried. Characters take

    1d6 points of nonlethal damage perminute while buried. If such a characterfalls unconscious, he must make a DC15 Constitution check. If it fails, hetakes 1d6 points of lethal damage each

    minute thereafter until freed or dead.

    Each wheel has a hardness of 10 and 10hit points.

    3. Drive rod – connecting the steamcylinders to the wheels is the drive rod.This is a series of steel bars and jointsthat run on the outside of the train. Asa device, it can be disabled (DC 25),or attacked (hardness 10 and 10 hit

    points). Destroying or disabling thedrive rod on both sides will cause thetrain to stop under its own power infour miles.

    4. Engine car – Attacking the engine caris quite a task. While it can generally

    be targeted with either evocation magicor physical attacks, it will take nearly200 hit points of damage to destroy it(hardness 10). Destroying the enginecar in this general way will causethe train to derail. See the entry onattacking the wheels for the effects of aderailment.

    Assault the TracksInstead of attacking the train, the PCs maydecide to attack the tracks. Doing so iseffective, as each rail has 20 hit points anda hardness of 10, and they're easy to access.

    However, this will cause the steam train toderail when it reaches the destroyed section.See the entry on attacking the wheels for theeffects of a derailment.

    Divert the TrainEvery ve miles is an interchange that allowsthe trains to switch to the other set of tracks. If

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    the PCs can reach the interchange in time, theycan use the available mechanism to activate theinterchange. It takes a Strength check (DC 10)to operate the mechanism, so it is not possibleto activate it through a ranged attack.

    If the PCs manage to divert the steamlocomotive to the East-bound track,Grumbeard and Tiny will jump from the trainand attempt an assault on the Dino-Expressthemselves.

    Put on the BrakesIf the PCs manage to board the Silver Railroadtrain, they'll have to contend with bothGrumbeard and Tiny. Grumbeard has goneover the edge, and will do everything in his

    power to prevent the PCs from reaching the breaks. Tiny, as a loyal servant, will defend his boss to his last breath.

    In any case, the steam locomotive needs atleast 1 mile to come to a full and completestop, so to avoid a crash, the PCs will have toapply the breaks at full before then.

    EncountersThe following are encounters that the PCsmust initiate.

    Wrangling DinosaursWrangling triceratops is not an easy task. First,the PCs must track the 12 missing animalsdown (they stay in herds of four), since they've

    been scattered throughout the surrounding

    plains (ranging from the rst group of four togo missing, to the last: DC 20, DC 18, and DC16).

    Herd 1 (EL 5)The rocky, dusty eld is covered intriceratops paddies and oddly shapedpiles of rubble. In the middle of the eld,

    the dinosaurs are congregated around ashallow pool of water.

    This herd has wandered into an area inhabited by a pair of ankhegs. The ankhegs have been

    ignoring the dinosaurs, having sensed thatthey're far too big to eat. The PCs, on the otherhand, are just about the right size for an ankhegdinner.

    Ankheg (2) CR 3hp 28 (3 HD)MM page 14

    When the PCs pass overhead, the ankhegs will burrow to the surface to begin their attack.

    While the PCs are likely to be on guard, unlessthey have tremorsense or another means ofdetecting underground movement, they willhave no way of precisely predicting were anankheg will surface. Therefore, treat the rstattack by each ankheg as if it were effectivelyinvisible (+2 to attack, defender loses AC

    bonus).

    Once above ground, the ankhegs areundiscerning about their targets, and will not

    use coordinating tactics. They will simplyattack the nearest creature of medium size orsmaller, attempt to grab it, and retreat backunderground.

    If an ankheg is reduced to half hit points, anankheg will spit acid at the target that's causingit the most damage. If reduced to one-quarterhit points, it will break off its attack andattempt to retreat underground.

    Herd 2 (EL 5)The walls of the gully rise up sharplyon either side. The trail is easy for ahuman or horse to pass through, butit's a bit tight for creatures the size of atriceratops. A slow trickle of water runsdown the center of the gully to the far

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    Map 2: Wrangling DinosaursScale 1 sq. = 5 ft.

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    MM page 60

    If the PCs approach the triceratops, the raptorswill attack. They'll use coordinated tactics toseparate the PCs if possible. Otherwise, they'll

    use hit and run tactics, charging in to make useof their Pounce ability, and then darting away,if possible.

    The raptors will continue to ght as long astwo of them are standing. If only one is leftalive, it will attempt to ee.

    Moving the TriceratopsOnce the animals are located, the PCs mustsuccessfully get them back to the Dino-Expressstation. Triceratops are jittery creatures,though, and in their agitated states are as likelyto run away from the PCs as they are to tryto trample them. PCs can attempt a HandleAnimal check (DC 15) or use magic likespeak with animals to issue directions to them.Failing a Handle Animal check by more than10 will spook the dinos, which will cause themto run in whatever direction they happen to befacing at the time.

    Once the PCs have the dinos under control,they'll follow them back to the station quietly.

    Raptors IThe only good raptor is a dead raptor

    – according to anyone that raises livestock, hassmall children, or cares for their pet. Raptorsare vicious, voracious hunters that normallystay well away from civilized areas, but create

    havoc when they don't.Unfortunately for the ne townspeople ofDiamond Gulch, the wandering triceratopshave scared off the lizards, snakes, and desertmice in the surrounding environs. These smallcreatures form the basis of the raptor's diets,and now that they're going hungry, the raptors

    end, where the dinosaurs are waiting.

    This herd has wandered into a gully populated by giant scorpions. The scorpions areagitated and upset that their territory has been

    infringed, and they've been scuttling around,snapping at the dinosaurs, and trying not to getsquashed. They've managed to drive the dinosinto the far end of the gulch, and are currently

    blocking their exit.

    Monstrous Scorpion, Medium (4)CR 1

    hp 13 (2 HD)MM page 287

    The scorpions will attack any creature thatenters their territory, including the PCs. Asvermin, they don't employ much is the wayof tactics – they'll simply target whoever orwhatever is closest, and attack. Because they'redefending their territory, they'll ght to thedeath.

    Each of the triceratops have been stungmultiple times. While they're fairly robustcreatures, the scorpion venom has reduced

    their Constitution scores from 25 to 10. Inaddition to reducing their average hit pointsfrom 196 to 84, the DC of any Handle Animalchecks is increased by 2.

    Herd 3 (EL 6)This herd of triceratops won't stand still.They mill about, agitated, and lookingfearfully out into the scrub and brush ofthe surrounding elds.

    A trio of raptors has been trailing thetriceratops, hoping that one will fall behind.The triceratops have been on the run for days,and are currently exhausted .

    Deinonychus (3) CR 3hp 34 (4 HD)

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    Map 3: Raptors I Scale 1 sq. = 5 ft.

    Diamond Gulch

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    are starting to venture into town in search offood.

    At the south end of Main Street is the Red

    Hills Livery, where the locals stable theirhorses and riding lizards. To the raptors, it'sa smorgasbord of corralled, hitched, andcornered food. The rst time that PCs approachthe south end of the street the raptors attack.A Listen (DC 10) or Spot (DC 15) check willalert the party to a commotion in the Livery.

    1. Outside (EL 5)The frantic bleating of sheep and goats

    reverberates throughout the livery.The fence penning in the animals hasbeen torn and shredded, and the dirt iscovered in fur and blood.

    The two raptors outside are attacking the penwhere a number of sheep and goats are kept.They'll ignore the PCs as long as they aren't

    being attacked. If attacked, they'll retreat,attempting to snatch up a goat or sheep alongthe way.

    Deinonychus (2) CR 3hp 34 (4 HD)MM page 60

    2. Inside (EL 5)The inside of the livery is in chaos.Horses and mules strain at their ropes,while riding dogs and lizards bark andhiss in a panicked frenzy.

    Each of the animals is in a panicked state, and

    will attempt to attack anything that comes nearthem, even the PCs. The raptors are pickingtheir way through the barn, attacking theweakest looking animals.

    Elle Redfern is standing on top of a stall atthe far end, trying to hurt the raptors with hershortbow. If the PCs attack the raptors, she'll

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    provide whatever cover re she's able to.

    Deinonychus (2) CR 3hp 34 (4 HD)MM page 60

    Raptors II (EL 6)While the smaller raptors head into town tolook for food, the larger species are hungryenough to approach the relatively slow moving

    Dino-Express. At any point between SilverCity and Diamond Gulch, a megaraptor mayattack the train. Bill Bluehat is woefullyunprepared for such an attack, and will need torely on the PCs to fend off the ravenous raptor.

    Megaraptor CR 6hp 79 (8 HD)MM page 60

    The megaraptor is an intelligent hunter, and

    will use intelligent tactics in its attempts to pick off the triceratops. It approaches fromthe rear of the train, running alongside until itcan use its Pounce ability to take one dinosaurdown.

    If the PCs are able to spot the megaraptor asit approaches (DC 20), they may attempt to

    use ranged weapons to slow it down. In thiscase, the raptor will use its superior speed andexceptional jumping ability to leap up onto andover the train, in order to maximize its cover.

    Should the raptor reach the front of the train, itwill focus rst on anyone who poses an activethreat, and will attempt to split up the party.It will bull rush or grapple and drag PCs offthe train, and will then turn its attention to thetriceratops.

    Scarlet GarterThe Scarlet Garter is a grand old brothel.Dozens of nubile young women relax

    on the long front porch, which is shadedby two towering, twisting wisteria. Thesound of laughter and sighs oats outthrough the front door, and the scent ofhoneysuckle greets the nose.

    Jeremiah Hokum is currently in Silver City,trying hard to hide from the authorities, sincehe's been passing off cursed items as thegenuine article in towns all throughout thearea. A Gather Information check (DC 21) will

    lead them to his rented room on the top oor ofthe Scarlet Garter brothel.

    1. Ginny's GambitPillows and feathers ll nearly everyavailable space. They're piled in thecorners, and stacked against the walls.Scarlet, ochre, and violet silks linethe walls, and the only solid piece offurniture is a single mahogany divan that

    sits atop an oriental rug in the center ofthe room.

    The proprietor and madam of the ScarletGarter brothel is a plump, middle-aged womannamed Ginny Hokum (female human expert 8).She's ercely protective of her girls, but is also

    ercely protective of her nephew, the huckster

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    Map 4: Scarlet GarterScale 1 sq. = 5 ft.

    Diamond Gulch

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    wizard, Jeremiah Hokum.

    If the PCs inquire after the whereabouts ofJeremiah, they'll be ushered into Ginny's

    private quarters by any of the nubile, young brothel workers. Ginny will do her best to persuade the PCs to look elsewhere, and willalso attempt to distract them by offering up theservices of her workers.

    Ginny Hokum CR 6Female human expert 8CN Medium humanoidInit -1Senses Spot +5, Listen +4Languages Common, Dwarven, Gnomish

    AC 10, touch 10, at-footed 10hp 30 (8 HD)

    Fort +2, Ref +1, Will +8Spd 30 ft. (6 squares)Melee dagger +4/-1 (1d4-2/19-20)Ranged light crossbow +5/+0 (1d8/19-20)Base Atk +6/+1; Grp +4

    Combat Gear potion of cure moderatewounds (2) Abil it ies Str 7, Dex 9, Con 11, Int 15, Wis

    15, Cha 17Feats Endurance, Negotiator, Persuasive,

    Skill Focus (bluff)Skills Appraise +10, Bluff +19,

    Concentration +5, Diplomacy +20,Gather Information +16, Heal +13,Knowledge (Local) +13, Listen +4,Sense Motive +15, Sleight of Hand+11, Spot +5

    Possessions combat gear plus light

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    crossbow with 40 bolts, dagger, potionof cure light wounds (4), potion ofneutralize poison (2), potion of removecurse (2), potion of remove disease (4),ring of protection +1

    If the PCs refuse to be dissuaded, she'll begin by disavowing any knowledge of her nephew'swhereabouts (Bluff +19). She does knowher nephew's location, of course, so if thePCs call her bluff, she'll claim that she wassimply trying to look out for her nephew's bestinterests.

    Ginny's initial attitude toward the PCs isUnfriendly. If the PCs are able to explain the

    situation to her satisfaction (by swaying herattitude to Friendly), and are able to assure herthat they have no interest in harming Jeremiahor handing him over to the authorities (+2 toDiplomacy checks for each assurance), thenshe'll send one of the girls upstairs to showthem to his room.

    If, on the other hand, the PCs attempt toIntimidate her (DC 1d20+10); threatenviolence against her, her nephew, or any of the

    brothel workers; or simply barge upstairs, she'llinform them of his room number, and then pulla bell cord in her of ce to alert Jeremiah of the

    pending danger.

    2. Hokum's HoldoutThe hallway is lined with a dozen oakdoors. The oil lamps at either end castsumptuous shadows over the scarlet silkwalls and the plush carpet.

    Jeremiah Hokum CR 5hp 14 (5 HD)See Appendix One: NPCs

    Hokum's initial reaction to the PCs dependsentirely on how they approach him. He's

    been watching the door with a keen eye, and

    listening for his aunt's warning bell. If the PCsattempt to knock down the door, pick the lock,or he hears the warning bell, he'll use his hold

    portal spell to seal the door, cast feather fall onhimself, and jump out the window.

    If the PCs give chase, or manage to get intothe room before he gets out the window,he'll use his wand of magic missiles to fendthem off, and attempt to escape at the earliestopportunity. If reduced to half hit points,Hokum will surrender. He'll then begin anynegotiations with an attitude of Unfriendly.

    If the PCs approach Hokum cautiously, he'll begin with an attitude of Indifferent. If the PCs

    can sway his attitude to Friendly, he'll agree tohelp clean up this particular mess – even goingso far as to offer to sell them his three scrollsof remove curse at a cut rate.

    While unlikely, it is possible for the PCs tosway Hokum's attitude to Helpful. In this case,he'll offer to accompany the party back toDiamond Gulch, since he has erase in his spell

    book.

    If the PCs intimidate Hokum (DC 1d20+ 6), he'll tell them how to get rid of theminers' tattoos, but will not offer any furtherassistance. Threatening to turn him over to thelaw grants a +2 bonus to any Intimidate check.

    Greedy Little Gnome (EL 5)If the PCs come to Silver City to investigatethe claims against Virgil Clanton, they're likelygoing to want to track down Wyatt Ford. A

    series of successful Gather Information checks(DC 15, 20, and 25) will lead them to thegreedy little gnome.

    Wyatt rents a room in a ophouse knownas the Silver Horseshoe. He's always on thelookout for trouble, but is a hider, not a ghter.If he senses trouble, he'll attempt to sneak out

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    of the Horseshoe rather than stand and ght. Ifhe feels threatened, he will defend himself, buthe'd much rather trade any information he hasfor a nice heavy bag of gold.

    The scent of sweat and cigar smokeis nearly overpowering. The wallsdrip tar, and the carpet is stained withunidenti able uids and scorch marks.

    If the PCs approach Nelson Meek, the SilverHorseshoe's owner, he'll volunteer to directthe PCs to Wyatt's room, and will even offerup the key for the princely sum of 500 gp. Hehas no love of the gnomish rogue, and guresthat it'll be more interesting if he has a hand in

    whatever is about to go down.

    Wyatt Ford CR 5hp 25 (5 HD)See Appendix One: NPCs

    If the PCs manage to contact Wyatt withoutscaring him off, they can extract theinformation they need to clear Virgil in one oftwo ways: Interrogating him (Intimidate DC1d20+5) or bribing him (5000 gp). Wyatt isn't

    willing to testify in front of a judge, but he willadmit to the plan in front of Meek, or any othernon-representative of the law that the PCsmight have in tow.

    Dino RustlersThe group of dino rustlers sent out byGrumbeard is comprised of four 3rdlevel human ghters and led by NemminStouthammer, a 4th level dwarven ghter.Tracking checks by the PCs (DC 18) will leadthem to their hideout, high in the Red Hills tothe west of town.

    To minimize the chance of being caught, therustlers have been operating by night andreturning to their hideout during the day. Ifthey know that the PCs are after them, therustlers will keep watch during the day.

    1. Snakebite Canyon (EL 2)Thousands of rattlers lie coiled on thevarious rocks and boulders that litter thiscanyon. Every few moments, the soundof rattling races throughout.

    The rattlers that live in this canyon normallyventure out hunting at night. During they day,they crowd the canyon, sunning themselveson the rocks and boulders, and slitheringaround underfoot, creating a natural hazard.Each twenty-foot square is a CR 2 hazard.Movement through any square forces a Re exsave (DC 12) to avoid getting bitten by thenumerous snakes that inhabit it.

    If the canyon is approached at night, far fewersnakes are present. In this case, the canyon can

    be traversed without peril at half one's normalmovement rate.

    2. False TrailA fork in the trail creates a choice. Tothe west, the trail narrows and runsalongside the barren cliff face. To thenorth, the trail leads down the rockyhillside.

    The rustlers have done their best to createfalse tracks down the western fork of the trail;hoofprints and footprints are extremely easy tospot (DC 10). A PC can make a tracking check(Survival DC 25) to determine that the tracksare, in fact, fake.

    3. Crumbling Cliffs (EL 5)

    The trail becomes just wide enough to ta horse as it clings to the cliffs that riseone hundred feet overhead. To the left ofthe trail, the cliff plummets one hundredfeet to jagged rocks.

    The rustlers have done their darndest to createa false trail through the most dif cult terrain

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    Map 5: Rustlers’ HideoutScale 1 sq. = 5 ft.

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    they could nd. Here, the trail narrows downto less than ve feet as it follows the contourof the cliff face. To the left of the trail is a 100foot drop down to the base of the cliffs. To theright, the cliff face rises another 100 feet.

    Each round that any particular ten foot sectionof cliff bears more than 200 lbs, there is a 10%cumulative chance that the section of cliff willcrumble. If a section does collapse while acharacter in on it, the PC can make a Re exsave to leap to the next stable section.

    A PC can identify the unstable nature ofthe cliff with a successful Knowledge(Architecture and Engineering) or Craft

    (Stonemasonry) check. While there is no practical way to stabilize the ground, theknowledge of the danger may allow them totake suitable precautions.

    Crumbling Cliff: CR 5; natural, locationtrigger; no reset; DC 20 Re ex saveavoids; 100 ft. deep (10d6, fall); Craft(Stonemasonry) DC 20 or Knowledge(Engineering) DC 20.

    4. Landslide! (EL 6)The rough face of the cliff rises onehundred feet overhead. Numerous rocksand scrub create natural handholds, andvery little rubble clutters the base.

    To prevent an assault from this direction,the rustlers have poured vials and vials ofalchemist's re down a large crevasse thatruns parallel to the cliff face. If they spotanyone scaling the cliff, they'll drop a lit torch

    down the crevasse. Once lighted, the heat andgasses generated from the alchemist's re willcause the cliff face to collapse in 1d4 rounds,creating a massive landslide.

    Anyone scaling the cliff or within 10 feet ofthe base takes 6d6 points of damage, or halfthat amount if they make a DC 15 Re ex save,

    and are subsequently buried. Characters within30 feet of the base, but outside the 10 footcollapse zone take 3d6 points of damage fromfalling rocks, or no damage at all if they makea DC 15 Re ex save.

    Characters take 1d6 points of nonlethaldamage per minute while buried. If such acharacter falls unconscious, he must make aDC 15 Constitution check. If it fails, he takes1d6 points of lethal damage each minutethereafter until freed or dead.

    Characters who aren’t buried can dig out theirfriends. In 1 minute, using only their hands,characters can clear rocks and debris equal to

    ve times their heavy load limit. The amountof loose stone that lls a 5-foot-by-5-foot areaweighs one ton (2,000 pounds). Armed withan appropriate tool, such as a pick, crowbar,or shovel, a digger can clear loose stone twiceas quickly as by hand. A buried character mayalso free himself with a DC 25 Strength check.

    5. Quicksand! (EL 4)The trail widens out here, into a 200-foot

    wide eld covered in sagebrush, stones,and dust. The footprints lead through thecenter of the eld and disappear around agiant saguaro cactus at the far end.

    A Spot check (DC 15) will reveal that thefootprints actually end about halfway acrossthe eld and resume 100 feet later. ObservantPCs may also note that the scrub and rocksare non-existent near the middle of the eld.In fact, a natural spring has turned a 50-foot

    diameter patch of ground into quicksand.

    A character approaching a patch of quicksandat a normal pace is entitled to a DC 8 Survivalcheck to spot the danger before steppingin, but charging or running characters don’thave a chance to detect it before blunderingin. The momentum of a charging or running

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    character carries him or her 1d2×5 feet into thequicksand.

    Characters in quicksand must make a DC 10Swim check every round to simply tread waterin place, or a DC 15 Swim check to move5 feet in whatever direction is desired. If atrapped character fails this check by 5 or more,he sinks below the surface and begins to drownwhenever he can no longer hold his breath.

    Characters below the surface of the quicksandmay swim back to the surface with a successfulSwim check (DC 15, +1 per consecutive roundof being under the surface).

    Pulling out a character trapped in quicksandcan be dif cult. A rescuer needs a branch,spear haft, rope, or similar tool that enableshim to reach the victim with one end of it.Then he must make a DC 15 Strength checkto successfully pull the victim, and the victimmust make a DC 10 Strength check to holdonto the branch, pole, or rope. If the victimfails to hold on, he must make a DC 15 Swimcheck immediately to stay above the surface. If

    both checks succeed, the victim is pulled 5 feet

    closer to safety.

    If the PCs manage to avoid the quicksand,they'll nd that, behind the cactus, the trailsimply leads right off the edge of the cliff.

    6. Stinky Cave (EL 5)The stench of rotten eggs wafts out ofthe cave entrance. A thick, jaundicedfog clings to the ground, creeping over

    the rocks and gravel, and eddying in thenumerous depressions in the trail.

    Sulpherous fumes accumulate inside the cave,making passage hazardous. Each round spentin the cave requires a Fortitude save (DC15), the failure of which renders a characternauseated . A nauseated character is immune to

    further effects of the fumes.

    The rustlers carry jars of camphor, which theysmear under their nose before venturing intothe cave. Any similar tactic on the part of thePCs grants a +4 bonus to the Fortitude save to

    prevent nausea.

    In addition to the noxious fumes, the yellowfog hides ve open pits. They're hard to spot(DC 30), but can be found through a carefulsearch. The rustlers have already mapped outthe location of the open pits, and so have notrouble avoiding them.

    Camoufaged Pit Trap: CR 3; natural;

    location trigger; no reset needed; DC20 Re ex save avoids; 30 ft. deep(3d6, fall); multiple targets ( rst targetin each of two adjacent squares);Search DC 24.

    7. The Hideout (EL 8)Outside of the cave, the rubble-coveredground rises 100 feet up to a bluff. Redgranite boulders and honey mesquitetrees dot the hill. No lizards sun

    themselves on the numerous rocks, andno birds utter overhead. The air is still.

    From the mouth of the cave, the ground rises100 feet to a bluff where the rustlers have setup camp. If the camp is assaulted from thisdirection, the rustlers will take cover behindrock outcroppings and trees, and will thenopen re with their shortbows. They havethe advantage of high ground, in this case,and movement up the rubble-covered hill is

    dif cult.

    The hill is steep, which halves movementupward and increases the DC of Tumblechecks by 2. Additionally, the ground is unevenand covered in light rubble, so any characterattempting to run through them must make aBalance check (DC 10) or fail to move for the

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    round.

    If the camp is assaulted from the air, or if thePCs manage to climb the cliffs, the rustlers willgradually fall back toward the cave. If theyreach the cave, they'll take advantage of cover

    provided by the rocks surrounding the mouth,and even the walls of the cave itself.

    Nemmin Stouthammer CR 4Male dwarf ghter 4LN Medium humanoidInit +5Senses Spot +0, Listen +0; darkvision 60

    ft.Languages Common, Dwarven, Elven,

    Gnomish AC 19, touch 10, at-footed 19hp 34 (4 HD)Fort +6, Ref +2, Will +1Spd 20 ft. (4 squares)Melee mwk warhammer +9 (1d8+5/x3)Ranged mwk shortbow +6 (1d6+3/x3)Base Atk +4; Grp +7

    Atk Options Cleave, Power AttackCombat Gear potion of cure moderate

    wounds (2), potion of bull's strength (2) Abil it ies Str 16, Dex 12, Con15, Int 14,

    Wis 10, Cha 6SQ Dwarf traitsFeats Cleave, Improved Initiative, Power

    Attack, Weapon Focus (warhammer),Weapon Specialization (warhammer)

    Skills Climb +3, Intimidate +5, Jump -3,Ride +8

    Possessions combat gear plusmasterwork composite shortbow(+3) with 40 arrows, masterworkwarhammer, masterwork half-plate,masterwork heavy steel shield, pouchcontaining a jar of camphor and 23 gp

    Dino Rustler (4) CR 3Male human ghter 3LN Medium humanoid

    Init +4Senses +1, Listen +1Languages Common, Dwarven

    AC 15, touch 10, at-footed 15hp 27 (3 HD)

    Fort +5, Ref +1, Will +2Spd 20 ft. (4 squares)Melee mwk longsword +7 (1d8+2/19-20)Ranged mwk shortbow +4 (1d6+1/x3)Base Atk +3; Grp +5

    Atk Options Cleave, Improved Bull Rush,Power Attack

    Combat Gear potion of bull's strength ,potions of cure light wounds (3),potions of cure moderate wounds (2)

    Abil it ies Str 15, Dex 10, Con 14, Int 12,Wis 13, Cha 8

    Feats Cleave, Improved Bull Rush,Improved Initiative, Power Attack,Weapon Focus (longsword)

    Skills Climb +5, Intimidate +5, Jump -1,Ride 6

    Possessions combat gear plusmasterwork composite shortbow (+1)with 40 arrows, masterwork longsword,masterwork breastplate, pouchcontaining a jar of camphor and 15 gp

    The rustlers are brave men, and loyal toGrumbeard, but they're not willing to die forhim. If Nemmin Stouthammer is slain, orthe majority of men are reduced to less thanone-third of their starting hit points, they willsurrender to the PCs.

    If the rustlers are caught, they can beinterrogated. Stouthammer is nearly impossible

    to crack, starting with an attitude of Hostile.He also gains a +2 circumstance bonus againstintimidation (DC 1d20 + 4). His men, though,have no desire to go to the gallows, so they'll

    begin with an attitude of Unfriendly, and are a bit easier to pry information out of (DC 1d20+ 4).

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    Map 6: T-Rex LairScale 1 sq. = 5 ft.

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    X Marks the Spot (EL 8)If the PCs follow the false map supplied by

    Ned, they'll wind up here: a tyrannosaurus' lair.

    Just as the map was marked, the trailends in a gully. The cactus-covered hillsrise on three sides, and in the side of thehill directly to the south is the entrance toa cave.

    Inside the cave lives the tyrannosaurus. He'shungry, and always easily provoked. If the PCsventure within 30 feet of the cave entrance,he'll give a mighty roar, emerge, and attack.His tactics are simple and brutal, charge in and

    bite.

    Tyrannosaurus CR 8hp 180 (18 HD)MM page 61

    ResolutionThere are a number of obstacles to overcomein and around Diamond Gulch, some moreimportant than the others.

    Primary GoalsIn order for the adventure to be consideredfully resolved, each of the following needs to

    be completed.

    Rustlers

    The dino rustlers need to be defeated in one

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    form or another. Virgil prefers that the rustlers be capturing and tried in a court of law. Heunderstands that you can't make an omletwithout breaking a few eggs, so as long as atleast one of the men survives to go to trial, he'll

    give the PCs the promised reward of 300 gp. Ifthe all of the rustlers are killed, he'll give thema partial reward of 100 gp.

    Wandering DinosSafely returning all of the wanderingtriceratops to the Dino-Express Station earnsthe party a 12% share in the mineral rights ofthe Diamond Gulch mine. For each animal lostor not returned, the reward will be reduced by1%. Once the mine begins producing diamondsagain, the 12% share will earn the party 1200gp per month.

    Cursed Tattoos (CR 8)If the PCs gure out how to free the minersfrom the cursed tattoos, and assist in theremoval of the tattoos, they'll gain both Ikeand Ida's gratitude. If the PCs seek to establisha permanent presence in Diamond Gulch,Ida will offer to work for them. Treat thecompletion of this goal as the equivalent ofovercoming a CR 8 encounter.

    Clearing Virgil (CR 8)If the PCs track down Wyatt Ford, or forceGrumbeard Silvertongue to reveal his part inthe frame-up, then Marshal McCoy will releaseVirgil. Impressed by their detective work,the Marshal asks for the PCs assistance in anumber of other cold cases, and he's willing

    to pay well. Treat the completion of thisgoal as the equivalent of overcoming a CR 8encounter.

    Secondary GoalsEach of the following goals gives the PCs thechance to improve the lives of the residents

    of Diamond Gulch. None is necessary tocomplete in order to consider the adventuresuccessful.

    Ain't Love Grand (CR 5)If the PCs can gure out how to get Ellieto give up laudanum, Virgil will ask for herhand in marriage. Treat the completion of thisgoal as the equivalent of overcoming a CR 5encounter.

    Repairing the Fence (CR 3)Once the wandering triceratops have beenreturned, Bill Bluehat will need to examineand repair the fence surrounding their grazinglands. Assisting him in this endeavor is the

    equivalent of overcoming a CR 3 encounter.

    Reforming Hokum (CR 4)Jeremiah Hokum has spent a lifetime as a conartist, but he's willing to give an honest livinga try. If the PCs can convince him to makereparations for some of his cons, they will haveachieved the equivalent of overcoming a CR 4encounter.

    Extending the AdventureAfter the main obstacles have been overcome,there are still plenty of opportunities foradventure in and around Diamond Gulch.

    MinesThe hills in and around Diamond Gulch arecovered in abandoned mines. Many of thesewould make perfect lairs for any number ofdungeon-dwelling critters. A dragon may takeup residence, a necromancer may establisha stronghold, or a thieves' guild to set upoperations.

    Power VacuumAssuming that Grumbeard Silvertongueis brought to justice for his role in thecattle rustling, Silver City will have lost its

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    wealthiest and most powerful man. It would be the perfect opportunity for a politically-motivated PC to enter the scene.

    Gold Rush!Or diamond rush, more accurately. Assumingthat the PCs have saved the miners, and thusthe new diamond veins were discovered,Diamond Gulch will become the locationof another big mining boom. Plenty of

    interesting and infamous characters will arrive,revitalizing the town.

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    Grumbeard Silvertongue CR 6Male dwarf expert 8LE Medium humanoidInit +1Senses Spot -1, Listen -1; darkvision 60 ft.Languages Common, Dwarven, Elven,

    Gnomish AC 13, touch 11, at-footed 12hp 38 (8 HD)Fort +3, Ref +3, Will +5Spd 20 ft. (4 squares)Melee unarmed +8/+3 (1d3+2)Ranged +1 light crossbow +8/+3

    (1d8+1/19-20)Base Atk +6/+1; Grp +8Combat Gear potion of cure serious

    wounds Abil it ies Str 14, Dex 13, Con 12, Int 15,

    Wis 8, Cha 12SQ Dwarf traitsFeats Leadership, Negotiator, PersuasiveSkills Appraise +10, Bluff +14, Diplomacy

    +18, Forgery +8, Gather Information+12, Intimidate +16, Knowledge

    (Architecture and Engineering)+13, Knowledge (Geography) +7,Knowledge (Local) +5, Sense Motive+12

    Possessions combat gear plus +1 lightcrossbow with 40 bolts, bracers ofarmor +2 , ring of feather falling

    Virgil Clanton CR 6Male human rogue 6LN Medium humanoidInit +2Senses Spot +6, Listen +9Languages Common, Dwarven, Gnomish

    AC 16, touch 12, at-footed 16; uncannydodge

    hp 17 (6 HD)Fort +1, Ref +7, Will +2; evasion

    Spd 30 ft. (6 squares)Melee mwk shortsword +6 (1d6+1/19-20)Ranged +1 light crossbow +7 (1d8+1/19-

    20)Base Atk +4; Grp +5Special Atk Sneak attack +3d6Combat Gear potion of cat's grace (2),

    potion of cure moderate wounds (2),potion of invisibility

    Abil it ies Str 12, Dex 14, Con 8, Int 15,Wis 10, Cha 14

    SQ Trap sense +2, trap ndingFeats Persuasive, Quick Draw, Rapid

    Reload, StealthySkills Appraise +6, Bluff +13, Diplomacy+15, Disguise +9, Escape Artist +11,Hide +13, Intimidate +15, Knowledge(Local) +11, Listen +9, Move Silently+13, Search +5, Sense Motive +9, Spot+6

    Possessions combat gear plus +1 lightcrossbow with 40 bolts, masterworkshort sword, +1 studded leather armor ,ring of mind shielding

    Xander McCoy CR 6Male human rogue 6LN Medium humanoidInit +2Senses Spot +1, Listen +6Languages Common, Dwarven, Gnomish

    AC 16, touch 12, at-footed 16; uncannydodge

    hp 23 (6 HD)Fort +2, Ref +7, Will +3; evasionSpd 30 ft. (6 squares)Melee mwk shortsword +6 (1d6+1/19-20)Ranged +1 shortbow +7 (1d6+2/x3)Base Atk +4; Grp +5

    Atk Options Point Blank Shot, PreciseShot

    Special Atk Sneak attack +3d6

    Appendix 1: Full NPC Stats

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    Combat Gear potion of cure light wounds (3), potion of cure moderate wounds

    Abil it ies Str 13, Dex 15, Con 10, Int 15,Wis 12, Cha 8

    SQ Trap sense +2 trap nding

    Feats Investigator, Point Blank Shot,Precise Shot, StealthySkills Climb +7, Disable Device +7,

    Escape Artist +7, Forgery +7, GatherInformation +10, Hide +9, Intimidate+8, Jump +8, Listen +6, Move Silently+9, Open Lock +11, Search +9, SenseMotive +5, Sleight of Hand +11, Tumble+13, Use Rope +6

    Possessions combat gear plus +1composite shortbow (+1) with 40arrows, masterwork shortsword, +1studded leather armor

    Wyatt Ford CR 5Male gnome rogue 5CN Small humanoidInit +3Senses Spot +1, Listen +3; low-light visionLanguages Common, Dwarven, Gnomish,

    Goblin AC 17, touch 14, at-footed 17; +4 against

    giants, uncanny dodgehp 25 (5 HD)Fort +3, Ref +8, Will +1 (+7 against

    illusions); evasionSpd 20 ft. (4 squares)Melee +1 shortsword +3 (1d4+1/19–20)Ranged mwk light crossbow +6 (1d6/19–

    20)Base Atk +3; Grp -1Special Atk Sneak attack +3d6

    Combat Gear potion of cure moderatewounds

    Abil it ies Str 11, Dex 16, Con 12, Int 14,Wis 8, Cha 12

    SQ Gnome traits, trap sense +1,trap nding

    Feats Acrobatic, AlertnessSkills Balance +13, Bluff +9, Disable

    Device +10, Escape Artist +11, Hide+15, Move Silently +11, Open Lock+11, Search +10, Sleight of Hand +13,Tumble +13

    Possessions combat gear plus

    masterwork light crossbow with 40bolts, +1 short sword , masterworkstudded leather armor, cloak ofresistance +1 , masterwork thieves'tools, pouch containing 80 gp.

    Jeremiah Hokum CR 5Male human wizard 5NE Medium humanoidInit +1Senses Spot +3, Listen +6Languages Common, Dwarven, Gnomish,

    Draconic AC 11, touch 11, at-footed 10hp 14 (5 HD)Fort +1, Ref +2, Will +5Spd 30 ft. (6 squares)Melee dagger +1 (1d4-1/19-20)Ranged light crossbow +3 (1d8/19-20)Base Atk +2; Grp +1Combat Gear potion of cure moderate

    wounds , potion of jump , wand of magicmissile (CL 3rd, 45 charges)

    Spells Prepared (CL 5th): 3rd– dispel magic , reball (DC 16) 2nd– invisibility , rope trick , web (DC 15) 1st– charm person (DC 14), disguiseself , feather fall , hold portal0– detect magic , prestidigitation , readmagic , resistance

    Abil it ies Str 8, Dex 13, Con 10, Int 16,Wis 12, Cha 14

    SQ summon familiar (none)Feats Alertness, Brew Potion, Craft Wand,

    Craft Wondrous Item, Scribe ScrollSkills Concentration +8, Decipher

    Script +11, Knowledge (Arcana) +11,Knowledge (The Planes) +7, Listen +6,Spellcraft +13

    Possessions combat gear plus light

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    crossbow with 40 arrows, dagger, scrollof remove curse (3)

    Spellbook as prepared plus: 0–all;1st– burning hands, comprehendlanguages, erase, feather fall,

    grease, identify, magic aura, magicmissile, obscuring mist, true strike,unseen servant, ventriloquism ;2nd– cat's grace, darkvision, detectthoughts, eagle's splendor, falselife, fog cloud, fox's cunning, knock,levitate, misdirection, obscure object,see invisibility ; 3rd– nondetection,suggestion

    Bill Bluehat CR 1Male human expert 3CG Medium humanoidInit -1Senses Spot +8, Listen +8Languages Common, Dwarven

    AC 9, touch 9, at-footed 9hp 19 (3 HD)Fort +2, Ref +0, Will +3Spd 30 ft. (6 squares)Melee mwk dagger +5 (1d4+2/19-20)Ranged mwk heavy crossbow +2

    (1d10/19-20)Base Atk +2; Grp +4Combat Gear potion of cure light wounds

    Abil it ies Str 15, Dex 8, Con 12, Int 13,Wis 10, Cha 14

    Feats Alertness, Animal Af nity,Toughness

    Skills Climb +6, Concentration +5, Handle Animal +10, Knowledge (Architectureand Engineering) +7, Knowledge

    (Local) +7, Listen +8, Spot +8, Survival+4, Use Rope +5

    Possessions combat gear plusmasterwork heavy crossbow with 40bolts, masterwork dagger

    Diamond GulchThe following NPCs are rst introduced in theDiamond Gulch section.

    Charles Goodnight CR 6Male human cleric 6NG Medium humanoidInit +4Senses Spot +3, Listen +3Languages Common

    AC 13, touch 10, at-footed 13hp 36 (6 HD)Fort +6, Ref +2, Will +10Spd 20 ft. (4 squares)Melee mwk heavy mace +6 (1d8+1)

    Ranged mwk light crossbow +5 (1d8/19-20)Base Atk +4; Grp +5Special Attack spontaneous casting ( cure

    spells), turn undead 5/day (+2, 2d6+9,7th), turn air 5/day (+2, 2d6+9, 7th)

    Combat Gear holy water(3), wand of curemoderate wounds (48 charges)

    Spells Prepared (CL 6th): 3rd– daylight , remove curse , removedisease , stone shape D

    2nd– aid , gentle repose , resist energy ,soften earth and stone D, zone of truth1st– bless , endure elements , magicstone D, sanctuary , shield of faith0– create water , detect magic , light ,mending , read magic

    D: Domain spell. Domains: Earth, Healing Abil it ies Str 12, Dex 10, Con 13, Int 8,

    Wis 16, Cha 14Feats Enlarge Spell, Improved Initiative,

    Improved Turning, Iron WillSkills Concentration +3, Diplomacy +6,

    Heal +9, Knowledge (Religion) +3,Spellcraft +1

    Possessions combat gear plusmasterwork light crossbow with40 bolts, masterwork heavy mace,masterwork dino-hide armor

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    Ned Knickerbockers CR 2Male human expert 4CN Medium humanoidInit +4

    Senses Spot +3, Listen +3Languages Common AC 10, touch 10, at-footed 10hp 24 (4 HD)Fort +3, Ref +1, Will +7Spd 30 ft. (6 squares)Melee unarmed +4 (1d3+1)Ranged mwk light crossbow +4 (1d8/19-

    20 plus poison)Base Atk +3; Grp +4

    Atk Options Point Blank ShotSpecial Atk Sleep poison (DC 13,

    Unconsciousness/Unconsciousness for2d4 hours)

    Combat Gear potion of cure moderatewounds

    Abil it ies Str 12, Dex 10, Con 14, Int 8,Wis 16, Cha 13

    Feats Improved Initiative, Point BlankShot, Skill Focus (Craft (Alchemy))

    Skills Appraise +6, Bluff +8, Craft(Alchemy) +9, Gather Information +8,Heal +5, Sense Motive +9, Sleight ofHand +8

    Possessions combat gear plusmasterwork light crossbow with 40poisoned bolts, potion of cure lightwounds (4), potion of remove curse ,potion of cure disease , drow poison (2)

    Ellie Redfern CR 1Female elf expert 3

    CG Medium humanoidInit +0Senses Spot +3, Listen +3Languages Common, Elven, Dwarven,

    Gnomish AC 12, touch 10, at-footed 12hp 13 (3 HD)Fort +1, Ref +1, Will +4

    Spd 30 ft. (6 squares)Melee mwk dagger +3 (1d4/19-20)Ranged mwk shortbow +3 (1d6/x3)Base Atk +2; Grp +2Combat Gear ef cient quiver

    Abil it ies Str 10, Dex 10, Con 11, Int 15,Wis 12, Cha 14SQ Elf traitsFeats Animal Af nity, Skill Focus (Handle

    Animal)Skills Balance +4, Concentration +3,

    Diplomacy +7, Handle Animal +13,Heal +7, Knowledge (Nature) +8, Ride+10, Sense Motive +7, Survival +5,Use Rope +4

    Possessions combat gear plusmasterwork shortbow with 40 arrows,masterwork dagger, masterworkleather armor

    Silver CityThe following NPCs are rst introduced in theSilver City section.

    Alice McGee CR 3Female human expert 5NG Medium humanoidInit +0Senses Spot +2, Listen +2Languages Common, Draconic, Dwarven,

    Elven, Gnoll, Gnomish, Goblin,Hal ing, Orcish, Terran, Undercommon

    AC 10, touch 10, at-footed 10hp 15 (5 HD)Fort +0, Ref +1, Will +8Spd 30 ft. (6 squares)

    Melee unarmed +1 (1d3-2)Base Atk +3; Grp +1Combat Gear potion of cure moderate

    wounds Abil it ies Str 7, Dex 11, Con 9, Int 15, Wis

    14, Cha 19Feats Iron Will, Negotiator, PersuasiveSkills Bluff +14, Diplomacy +20, Gather

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    Information +14, Intimidate +16,Knowledge (History) +10, Knowledge(Local) +10, Knowledge (Nobility andRoyalty) +10, Sense Motive +12,Speak Language +8

    Possessions combat gear plus cloak ofcharisma +2

    Leland Stanford CR 6Male human expert 8LG Medium humanoidInit -1Senses Spot +14, Listen +14Languages Common, Dwarven, Gnomish

    AC 9, touch 9, at-footed 9hp 38 (8 HD)Fort +3, Ref +1, Will +9Spd 30 ft. (6 squares)Melee mwk dagger +7/+2 (1d4/19-20)Ranged mwk light crossbow +6/+1

    (1d8/19-20)Base Atk +6/+1; Grp +6Combat Gear potion of cure moderate

    wounds Abil it ies Str 10, Dex 8, Con 12, Int 15,

    Wis 13, Cha 16Feats Alertness, Iron Will, Negotiator, Skill

    Focus (Knowledge (Architecture andEngineering))

    Skills Bluff +15, Diplomacy +21,Gather Information +15, Knowledge(Architecture and Engineering)+16, Knowledge (Geography) +13,Knowledge (Local) +13, Listen +14,Sense Motive +14, Spot +14, UseRope +1

    Possessions combat gear plus

    masterwork light crossbow with 40bolts, masterwork dagger, cloak ofcharisma +2

    Meriwether Meadowlark CR 6Male hal ing rogue 6NG Medium humanoidInit +4

    Senses Spot +8, Listen +10Languages Common, Hal ing, Dwarven,

    Gnomish AC 19, touch 15, at-footed 19; uncanny

    dodge

    hp 29 (6 HD)Fort +4, Ref +10, Will +2; evasionSpd 20 ft. (4 squares)Melee +1 shortsword +4 (1d4+1/19-20)Ranged mwk light crossbow +8 (1d6/19-

    20)Base Atk +4; Grp +0Special Atk Sneak attack +3d6Combat Gear potion of barkskin , potion

    of cat's grace , potion of cure moderatewounds (2)

    Abil it ies Str 10, Dex 18, Con 13, Int 14,Wis 8, Cha 10

    SQ Hal ing traits, trap sense +2,trap nding

    Feats Investigator, Nimble Fingers,Stealthy

    Skills Disable Device +10, Escape Artist+8, Gather Information +11, Hide +19,Intimidate +6, Listen +10, Move Silently+17, Open Lock +15, Search +13, Spot+8, Tumble +8, Use Rope +13

    Possessions combat gear plusmasterwork light crossbow with 40bolts, +1 shortsword , studded leatherarmor +1

    Rummer "Hang 'Em High" TintoothCR 6

    Male dwarf expert 8LN Medium humanoidInit +0

    Senses Spot +14, Listen +3Languages Common, Dwarven, Gnomish,

    Hal ing AC 11, touch 11, at-footed 11hp 46 (8 HD)Fort +6, Ref +4, Will +13Spd 20 ft. (4 squares)Melee +1 heavy mace +8/+3 (1d8+2)

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    Base Atk +6/+1; Grp +7Combat Gear potion of cure moderate

    wounds (2) Abil it ies Str 13, Dex 10, Con 14, Int 15,

    Wis 16, Cha 6

    SQ Dwarf traitsFeats Iron Will, Skill Focus (Sense Motive,Decipher Script)

    Skills Decipher Script +16, Intimidate +9,Knowledge (History) +13, Knowledge(Local) +13, Knowledge (Nobility andRoyalty) +13, Knowledge (Religion)+13, Sense Motive +17, Spot +14

    Possessions combat gear plus +1 heavymace , ring of protection +1 , cloak ofresistance +2

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    The cursed tattoos sold by Jeremiah Hokumand purchased by the miners have thefollowing properties.

    BenefitsDarkvision (Su): the tattoo grants the wearerthe bene t of supernatural darkvision with arange of 60 ft.

    Stonecunning (Ex): the tattoo grants thewearer the bene t of the dwarven stonecunningracial trait.

    DrawbacksCreature of the Night (Su): direct exposureto sunlight causes the wearer 1d6 points ofdamage per round.

    Ghoulism (Su): each week, the tattoo wearermust make a Fortitude save (DC 15) or gaina point of taint. Each point of taint acts as anegative modi er to the wearer's Wisdom andConstitution score, and manifests itself by anaversion to sunlight and a hunger for human

    esh. When the user's taint score exceeds hisConstitution score, he dies and becomes aghoul.

    RemovalIdentifying the method to remove the tattoocan be accomplished via a successful Spellcraft

    check (DC 24). A remove curse followed byan erase spell will permanently remove thetattoo. Removing the tattoo also removes anyaccumulated taint score.

    Appendix 2: Cursed Tattoo of Darkvision

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    Item Cost WeightCamphor, jar 1 gp –

    Dino Snack 2 cp 1 lb.Dynamite, stick 1 sp 1/2 lb.Laudanum 5 cp –

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    Camphor – a jar of camphor contains 10applications. Applied beneath the nose,camphor gives the wearer a +4 bonus toFortitude saving throws to resist the effects ofnoxious odors, such as a ghast's Stench. Onceapplied, the bene cial effects of camphor fadeafter one hour.

    Dino Snacks – a pellet made from compressedgrasses and plant matter, and loved bydinosaurs of all varieties. Feeding a dinosaur adino snack grants the bearer a +2 bonus on allfuture Handle Animal checks for that creature.

    Dynamite – this high explosive is sold in theform of a stick eight inches in length and aninch in diameter. When set off, it deals 2d6

    points of force damage and 1d6 points of re

    damage in a 20 foot burst (Re ex DC 15 – halfdamage). More importantly, it ignores 10

    points of hardness when used against objects,which makes it ideal for blasting apart rock.

    A typical stick of dynamite has a sixty-secondfuse. This allows for safe use, and for the userto light the dynamite and evacuate the areawithout undue haste. However, the fuse may beclipped to two shorter lengths.

    A user may clip the fuse so that it burns for sixseconds. Lighting and placing (or throwing)a stick of dynamite with a fuse this length isa standard action, but the explosion does notoccur until the wielder’s initiative in the nextround. However, clipping a fuse this shortis risky – there is a 1 in 6 chance that it willquick-burn, and detonate in hand.

    The fuse can also be clipped to make it burnfor one second, making it possible to lightand place (or throw) the dynamite and have itexplode on the user’s action. Doing so is evenriskier, however. A stick with a one-secondfuse has a 2 in 6 chance of detonating whilestill in hand.

    Laudanum – a vial of laudanum contains 1dose. Each dose of the analgesic heals 1d8+1

    points of nonlethal damage.

    Frequent use of laudanum can cause addiction.Each use of the analgesic beyond the rst inany seven day period requires a Fortitude save(DC 12 +1 per use). Failing the save meansthat the user has become addicted. Onceaddicted, the user must consume laudanum

    once a day, or suffer from withdrawalsymptoms.

    Kicking a laudanum habit is a long and painful process. Every 24 hours that the addict spendswithout the drug confers a cumulative -2

    penalty to her Constitution and Wisdom scores.If the addict is still alive when the penaltyreaches -10, she is considered clean, and nolonger addicted.

    Appendix 3: New Mundane Items

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    Reward!Over the past month, rustlers

    have been running off triceratopsin the town of Diamond Gulch.

    We will pay the sum of 300Gold Coins for the capture andconviction of the rustlers andMineral Rights in the Diamond

    Gulch Mine for the safe return ofthe dinos.

    Virgil Clanton,Mayor, Diamond Gulch

    Players’ Handout One: Reward Poster

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    Dearest Ida,I got yer letter last month, lettin me know that Fanny done run off withrailroad man. I guess I shoulda known better. She's too fancy to marry I'm sure she'd a taken the money and bought herself some fancy dressethere aint no place in a prospectin town to go in a fancy dress. Anyway, I'm glad to hear that pop's doing well. He'd been sorta shakey passed, and it's comfertin to know that you been taken such good carealways been a good care-giver, Ida, even back when we was kids. Thatoutta that tree, you bandaged me up good and that time I got into that Billy Tucker and got myself a shiner and a few less teeth, you made it I know I always felt sorta bad, me bein yer older brother and all. I figu supposed to look out for you. But yer the one that got all the sense, anthat got all the drive, so it ended up ass-backwards most days.I guess I got one o them days again, Ida. Back before th


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